Education

3D Modeling and Animation

BCIT - British Columbia Institute of Technology

Vancouver - Canada

( January 2023 – August 2024 )

Bachelor's Degree in Game Development

Universidade São Judas Tadeu

São Paulo - Brazil

( 2011 – 2013 )

Play Game Course

School of Games Art and Animation - SP, Brazil

São Paulo - Brazil

( 2012 – 2014 )

Other Courses

Houdini Course | 2024

Christian Bohm

Complete Niagara | 2023

Thomas Harle

Scrum Master Certificate | 2022

Pilar Sanchez Albaladejo

Professional Game Development in C++ and UE | 2020

Tom Looman

Master Rigging & Python Scripting in Maya | 2020

Nick Miller

Python | 2020

Andre Iacono

The Hero's Journey - More Than Ever | 2017

Marcos Guerra

Inspirational Screenwriting | 2016

Paul Castro

Professional Experience

Producer / Development Director

Educar Games Studio - Odisseia Game | 2021 - Present

  • Define and track project scope, goals, and milestones, aligning team efforts with creative and production requirements.
  • Create and maintain detailed project schedules that optimize workflow and minimize downtime.
  • Facilitate cross-departmental communication.
  • Develop in-house tools and systems to improve production efficiency and streamline processes.
  • Establish feedback loops to continuously refine processes.
  • Research and integrate new tools and technologies.
  • Conduct code reviews and optimizations.
  • Document critical processes, strategic plans, and decision-making rationale, providing a reliable reference for the team

Gameplay Programmer / UI Programmer

Final Boss Studio - The Path of Calydra Game | 2019 - 2021

  • Gameplay Combat System
  • Magic and Skill System
  • Enemies AI
  • Mission System
  • Gameplay Puzzles
  • UI Programming
  • UI Animations
  • Cinematics (Unreal Engine Sequencer)
  • In-house systems and tools

Gameplay Programmer / UE Generalist

First Phoenix Studio - Rised In Oblivion Game | 2017 - 2019

  • Gameplay Programmer
  • Gamemode Programmer
  • Weapon and Environment FX
  • Enemies AI
  • Multiplayer Game Logic
  • Gameplay Puzzles
  • UI Programming
  • Cinematics (Unreal Engine Sequencer)
  • Dedicated Server Setup (AWS)
  • Source Control Manager
  • In-house systems and tools

Softwares

Unreal Engine

My journey with Unreal began in the UDK days, and I've been passionate about it ever since. I've worked with Unreal Engine 4 from its initial release, gaining extensive experience across various projects and challenges. With a strong command of Unreal Engine's tools and systems, I'm confident in solving any problem it presents.

Houdini

Since January 2024, I've been diving into Houdini and discovered a strong passion for it, especially in working with particles, simulations, and effects. Houdini also synergizes incredibly well with Unreal Engine for procedural tools and level creation. The more I learn, the more I love what Houdini can do.

Maya

I began using Maya many years ago, and it has become an essential part of my workflow. From hard surface modeling to animation and rigging, Maya remains a versatile tool I rely on regularly. Its robust features have allowed me to tackle a wide range of tasks effectively, and it continues to be a foundational tool in my projects.

C++ / Blueprint

In recent years, I've worked on many game projects using both Blueprints and C++. I use Blueprints for quick prototyping and C++ for complex tasks that need optimization. Together, they're the perfect combination for building any type of game. Using both also allows me to create in-house systems and tools that make work easier for the development team.

Phyton

Python is an essential programming language for quickly connecting tools and speeding up tasks. Nearly all development software supports and benefits from it. I've used Python to create tools for both Maya and Unreal, enhancing workflows and efficiency.

Nuke / Premiere / DaVinci Resolve

I believe every artist should know how to edit and present their work effectively. Over the years, I've had the opportunity to work with Nuke, Premiere, and DaVinci Resolve, gaining experience in each. These tools have helped me refine how I showcase projects and bring out the best in my work.

Perforce

Perforce I'm very comfortable with Perforce and Git. Years of experience using these tools and leading teams have taught me how to manage, troubleshoot, and set up new repositories effectively.

Photoshop

Like Nuke, I feel Photoshop is essential for any developer. I've used it extensively to create and edit images for the games I've worked on, making it a must-have tool in my workflow.